Newest preview made so that mouse axis getters won't give any values if mouse cursor is set to be visible.

Why such weird changes?
In 4.10 the behavior was strange as well requiring you to hold any mouse button down for value to update if cursor was visible.
4.11 was great so far with no weirdness - axis values updated without needing mouse buttons to be held, but now it doesn't work at all if cursor is visible.

After doing some testing and a bit of digging I was able to find that this is a known issue (UE-19925) and that it has been submitted to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. Thank you for your time and information.

Comment

Ok, made a pull request for the 4.11 to fix this issue: #2206
[MENTION=9161]ep[/MENTION]ic, please consider this one, as it is really small and makes the mouse capture working correctly again!

Edit: Also fixed this now in a seperate pull request for the master branch: #2207

Cheers,
Indy

Thank you!
Do you think this is a bug and not intended change? I really hope it's a bug, but I have feeling that it's may be intentional change related to input modes (game only/ui only). Does Show Mouse cursor change input mode?
There's still no GET Input Mode node so I can't even test it https://forums.unrealengine.com/show...nput-Mode-node

Comment

Thank you!
Do you think this is a bug and not intended change? I really hope it's a bug, but I have feeling that it's may be intentional change related to input modes (game only/ui only). Does Show Mouse cursor change input mode?
There's still no GET Input Mode node so I can't even test it https://forums.unrealengine.com/show...nput-Mode-node

Hey,

nope, this was done during a refactoring for the individual views to manage their active state; so i guess the change was done because it "looked correct" at the first look, but when following the whole flow that change meant that mouse capture would only work if either the mouse cursor was hidden from the playercontroller or the mouse cursor would be intentionally be hidden during the mouse capture (and i have to admit i got no idea why this would make sense, but maybe on a different platform?). So all i did was to move the capture up a little (as it was before actually).

Comment

nope, this was done during a refactoring for the individual views to manage their active state; so i guess the change was done because it "looked correct" at the first look, but when following the whole flow that change meant that mouse capture would only work if either the mouse cursor was hidden from the playercontroller or the mouse cursor would be intentionally be hidden during the mouse capture (and i have to admit i got no idea why this would make sense, but maybe on a different platform?). So all i did was to move the capture up a little (as it was before actually).

Cheers,
Indy

Thank you
I had similar issue year ago with mouse capture and input modes which turned out to be intentional so I was afraid it would happen again.